Dwarves are the undisputed greatest masters of smithing in
the Old World. Some smiths, on the outs with their clan or just seeking a greater cut of
the profits from their labors, work freelance for Humans. Some of these have found their
way to Mordheim, where they fetch a high price for their skills.

M

WS

BS

S

T

W

I

A

LD

SAVE

Race

3

4

2

4/5

5

2

2

1/2

9

5+\HtK

DWARF

Warbands Allowed: All Mercenaries,
Halflings, All Dwarves

Skill Categories: Strength

Weapons and Armor: 2 Hammers or Hammer and
Axe, Bracers (Allows a Parry, may be used without occupying the users hands; may be used
in conjunction with 2 HtH weapons and 2 handed weapons)

Special Ability: Dwarf: Only
taken Out of Action on a '6', Immune to the stunning attacks of Clubs, Hammers, etc.

Special Ability: Mighty Blow:
He who can bend metal can break men. The smiths muscles are iron hard and give him +1
Strength when striking foes.

Special Ability: Weaponsmith:
If the Blacksmith does not go Out of Action, and is upkept he can forge any one of the
following weapons at half price between games: Sword, Axe, Spear, Halberd, Double
Handed Weapon, Dwarf Axe. Round prices up.

Special Ability: Weapon
Maintenance: If the Blacksmith starts the game with the warband, then all
edged HtH weapons in the band have an additional -1 Armor Penetration due to the
Blacksmiths expert care and sharpening. This excludes all concussion weapons.

Special Limitation:
Intolerant: Cannot work for any warband with a Monstrous Creature employed
(Ogres, Minotaurs, Ulfwerener, etc.)

Special Limitation:
Grudgebearer: Dwarves will work with elves, but at a cost. If the warband
has an Elf then the Dwarfs upkeep is doubled.